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74 lines
1.8 KiB
GLSL
74 lines
1.8 KiB
GLSL
#include <random.glsl>
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uniform sampler2D t_map;
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vec2 pos_to_uv(vec2 pos) {
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vec2 uv_pos = pos / 32768.0;
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return vec2(uv_pos.x, 1.0 - uv_pos.y);
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}
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float alt_at(vec2 pos) {
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return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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return 0.0
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+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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+ texture(t_noise, pos * 0.001).x * 100.0
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+ texture(t_noise, pos * 0.003).x * 30.0;
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}
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vec2 splay(vec2 pos, float e) {
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return pos * pow(length(pos), e);
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}
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float splay_scale(vec2 pos, float e) {
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return distance(splay(pos, e), splay(pos + 0.001, e)) * 5000000.0;
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}
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vec3 lod_pos(vec2 v_pos) {
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vec2 hpos = focus_pos.xy + splay(v_pos, 8.0) * 1000000.0;
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float splay = splay_scale(v_pos, 8.0) * 1.0;
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return vec3(hpos, (
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alt_at(hpos) +
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alt_at(hpos + vec2(-1, 1) * splay) +
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alt_at(hpos + vec2(1, 1) * splay) +
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alt_at(hpos + vec2(1, -1) * splay) +
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alt_at(hpos + vec2(-1, -1) * splay)
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) / 5.0);
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}
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vec3 lod_norm(vec2 pos) {
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const float SAMPLE_W = 8;
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float altx0 = alt_at(pos + vec2(-1, 0) * SAMPLE_W);
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float altx1 = alt_at(pos + vec2(1, 0) * SAMPLE_W);
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float alty0 = alt_at(pos + vec2(0, -1) * SAMPLE_W);
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float alty1 = alt_at(pos + vec2(0, 1) * SAMPLE_W);
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float slope = abs(altx1 - altx0) + abs(alty0 - alty1);
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return normalize(vec3(
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(altx0 - altx1) / SAMPLE_W,
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(alty0 - alty1) / SAMPLE_W,
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SAMPLE_W / (slope + 0.00001) // Avoid NaN
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));
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}
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vec3 lod_col(vec2 pos) {
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//return vec3(1);
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return texture(t_map, pos_to_uv(pos)).rgb
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+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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vec3 warmth = mix(
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vec3(0.05, 0.4, 0.1),
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vec3(0.5, 0.4, 0.0),
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(texture(t_noise, pos * 0.0002).x - 0.5) * 2.0 + 0.5
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);
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vec3 color = mix(
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warmth,
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vec3(0.3, 0.3, 0.4),
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alt_at(pos) / 1200.0
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);
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return color;
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}
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